Godot Engine is a non-profit, community-driven free and open source project.
Almost all (but our lead dev Juan, more on that below) developers are working
pro bono on their free time, out of personal interest and for the love of
creating a libre engine of exceptional quality.

This means that to thrive, Godot needs as many users as possible to get
involved by contributing to the engine. There are many ways to contribute to
such a big project, making it possible for everybody to bring something
positive to the engine, regardless of their skill set:

Be part of the community. The best way to contribute to Godot and help
it become ever better is simply to use the engine and promote it by
word-of-mouth, in the credits or splash screen of your games, blog posts, tutorials,
videos, demos, gamedev or free software events, support on the Q&A, IRC,
forums, Discord, etc. Participate!
Being a user and advocate helps spread the word about our great engine,
which has no marketing budget and can therefore only rely on its community
to become more mainstream.

Make games. It’s no secret that, to convince new users and especially the
industry at large that Godot is a relevant market player, we need great games
made with Godot. We know that the engine has a lot of potential, both for 2D
and 3D games, but given its young age we still lack big releases that will
draw attention to Godot. So keep working on your awesome projects, each new
game increases our credibility on the gamedev market!

Get involved in the engine’s development. This can be by contributing
code via pull requests, testing the development snapshots or directly the
git master branch, report bugs or suggest enhancements on the issue
tracker, improve the official documentation (both the class reference and
tutorials) and its translations.
The following sections will cover each of those “direct” ways
of contributing to the engine.

Donate. Godot is a non-profit project, but it can still benefit from
user donations for many things. Apart from usual expenses such as hosting
costs or promotion material on events, we also use donation money to
acquire hardware when necessary (e.g. we used donation money to buy a
Macbook Pro to implement Retina/HiDPI support and various other
macOS-related features).
Most importantly, we also used donation money to hire core developers so they
can work full-time on the engine. Even with a low
monthly wage, we need a steady donation income to continue doing this, which
has been very beneficial to the project so far. So if you want to donate
some money to the project, check our website
for details.

The possibility to study, use, modify and redistribute modifications of the
engine’s source code are the fundamental rights that
Godot’s MIT license grants you,
making it free and open source software.

As such, everyone is entitled to modify
Godot’s source code, and send those
modifications back to the upstream project in the form of a patch (a text file
describing the changes in a ready-to-apply manner) or - in the modern workflow
that we use - via a so-called “pull request” (PR), i.e. a proposal to directly
merge one or more git commits (patches) into the main development branch.

Contributing code changes upstream has two big advantages:

Your own code will be reviewed and improved by other developers, and will be
further maintained directly in the upstream project, so you won’t have to
reapply your own changes every time you move to a newer version. On the
other hand it comes with a responsibility, as your changes have to be
generic enough to be beneficial to all users, and not just your project; so
in some cases it might still be relevant to keep your changes only for your
own project, if they are too specific.

The whole community will benefit from your work, and other contributors will
behave the same way, contributing code that will be beneficial to you. At
the time of this writing, more than 300 developers have contributed code
changes to the engine!

To ensure good collaboration and overall quality, the Godot developers
enforce some rules for code contributions, for example regarding the style to
use in the C++ code (indentation, brackets, etc.) or the git and PR workflow.

A nice place to start may be the issue tagged as junior jobs on GitHub.

Another great way of contributing to the engine is to test development releases
or the development branch and to report issues. It is also helpful to report
issues discovered in stable releases, so that they can be fixed in
the development branch and in future maintenance releases.

Compile the engine from source yourself, following the instructions of the
Compiling page for your platform.

Test official pre-release binaries when they are announced (usually on the
blog and other community platforms), such as alpha, beta and release candidate (RC) builds.

Test “trusted” unofficial builds of the development branch; just ask
community members for reliable providers. Whenever possible, it’s best to
use official binaries or to compile yourself though, to be sure about the
provenance of your binaries.

As mentioned previously, it is also helpful to keep your eyes peeled for
potential bugs that might still be present in the stable releases, especially
when using some niche features of the engine which might get less testing by
the developers.

Godot uses GitHub’s issue tracker
for bug reports and enhancement suggestions. You will need a GitHub account to
be able to open a new issue there, and click on the “New issue” button.

When you report a bug, you should keep in mind that the process is similar
to an appointment with your doctor. You noticed symptoms that make you think
that something might be wrong (the engine crashes, some features don’t work as
expected, etc.). It’s the role of the bug triaging team and the developers to
then help make the diagnosis of the issue you met, so that the actual cause of
the bug can be identified and addressed.

You should therefore always ask yourself: what is relevant information to
give so that other Godot contributors can understand the bug, identify it and
hopefully fix it. Here are some of the most important infos that you should
always provide:

Operating system. Sometimes bugs are system-specific, i.e. they happen
only on Windows, or only on Linux, etc. That’s particularly relevant for all
bugs related to OS interfaces, such as file management, input, window
management, audio, etc.

Hardware. Sometimes bugs are hardware-specific, i.e. they happen
only on certain processors, graphic cards, etc. If you are able to,
it can be helpful to include information on your hardware.

Godot version. This is a must have. Some issues might be relevant in the
current stable release, but fixed in the development branch, or the other
way around. You might also be using an obsolete version of Godot and
experiencing a known issue fixed in a later version, so knowing this from
the start helps to speed up the diagnosis.

How to reproduce the bug. In the majority of cases, bugs are
reproducible, i.e. it is possible to trigger them reliably by following some
steps. Please always describe those steps as clearly as possible, so that
everyone can try to reproduce the issue and confirm it. Ideally, make a demo
project that reproduces this issue out of the box, zip it and attach it to
the issue (you can do this by drag and drop).
Even if you think that the issue is trivial to reproduce, adding a minimal
project that lets reproduce it is a big added value. You have to keep in
mind that there are thousands of issues in the tracker, and developers can
only dedicate little time to each issue.

When you click the “New issue” button, you should be presented with a text area
prefilled with our issue template. Please try to follow it so that all issues
are consistent and provide the required information.

There are two separate resources referred to as “documentation” in Godot:

The class reference. This is the documentation for the complete Godot
API as exposed to GDScript and the other scripting languages. It can be
consulted offline, directly in Godot’s code editor, or online at
Godot API.
To contribute to the class reference, you have to edit the
doc/base/classes.xml in Godot’s git repository, and make a pull request.
See Contribute to the Class Reference for more details.

The tutorials and engine documentation and its translations. This is the part you are reading
now, which is distributed in the HTML, PDF and EPUB formats. Its contents
are generated from plain text files in the reStructured Text (rst) format,
to which you can contribute via pull requests on the
godot-docs GitHub repository.
See Documentation guidelines for more details.